Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Re: How does OTM decide what game changes are a priority

#13
I miss the good ole OW days when sigils use to work faster. They made em slower, some complaints, they made a bit quicker, but never got back to what they were. Please don't insult my intelligence by saying they ever got back to what they used to be.

I agree above with the combat NPC situation being ridiculous.
I'm not, please re read my posts, we are discussing tick rate and how sigils activate.

I am aware Sigils have changed from Combat / Non Combat.

Re: How does OTM decide what game changes are a priority

#14
I miss the good ole OW days when sigils use to work faster. They made em slower, some complaints, they made a bit quicker, but never got back to what they were. Please don't insult my intelligence by saying they ever got back to what they used to be.

I agree above with the combat NPC situation being ridiculous.
Exactly , don't insult long term players who can't track every change made to their gameplay.

I'm glad I'm not the only one who noticed the change. Other players must be too drunk on free combos to notice the fact.
Before event for over a year after combat I stand still and counted to 3 , and sigils start to kick in. Now I leave combat, stand still and mind you, now I need to count to 5 before sigils start to kick in. Means combat mode has been tweaked to last longer !

And stop with the client server *** you guys are starting to sound like those underpaid phone tellers who read printed scripts to clients complaining for a technical problem .

Giving players so called technical explanations won't change the fact there's been cunning manipulation of data at the expense of player smooth gameplay.
Last edited by Storm on Fri Jun 17, 2016 10:22 am, edited 1 time in total.

Re: How does OTM decide what game changes are a priority

#15
I miss the good ole OW days when sigils use to work faster. They made em slower, some complaints, they made a bit quicker, but never got back to what they were. Please don't insult my intelligence by saying they ever got back to what they used to be.

I agree above with the combat NPC situation being ridiculous.
Exactly , don't insult of long term players who can't track every change made to their gameplay.

I'm glad I'm not the only one who noticed the change. Other players must be too drunk on free combos to notice the change.
Before event for over a year after combat I stand still and counted to 3 , and sigils start to kick in. Now I leave combat, stand it, and mind you I need to count to 5 before sigils start to kick in. Means combat mode has been tweeted to last longer !

And stop with the client server ******* u are starting to sound like those underpaid phone tellers who read printed scripts to clients complaining for a technical problem .

Giving players so called technical explanations won't change the fact there's been cunning manipulation of data at the expense of player smooth gameplay.
I have replied to your comment in the other thread.

You may also want to read the linked netcode Wikipedia article within the thread.

Re: How does OTM decide what game changes are a priority

#16
Please understand, the irritation coming from these changes is the slowness that it generates. Game is already slow animation wise, not to mention quest line wise ( petard bounty quest mobs are a mile away from each other duh and spawn each 4 min) I cannot quote other games here u will say I'm advertising but things are 10 times faster.

Please understand that most players want to finish a task ASAP without being shackled/ Bolased each and every moment by useless animations ...AND get on with other tasks be it CH or not. four minutes gaping at a bounty board while waiting for pox to fade is not what everyone plans when they log in to have a GOOD TIME. I log out feeling cheated!

Who is online

Users browsing this forum: No registered users and 33 guests